/** * Effect to hold you in thrall while death is delivering his * speech. * This effect has the classification "mudlib.death.message". * This effect has a shadow associated with it. * Shiannar, 02/10/01. */ #include "path.h" #include <effect.h> void setup_death_shadow(object); /** @ignore yes */ string query_classification() { return "mudlib.death.message"; } /** @ignore yes */ string query_shadow_ob() { return SHADOWS "death_message"; } /** @ignore yes */ void beginning(object player, object death) { if(!death) { //What the? player->release_from_death_effect(); return; } tell_object(player, death->short()+"'s steely gaze catches your eyes, " "and holds you in thrall.\n"); call_out((:setup_death_shadow:), 0, player); } /* beginning() */ /** @ignore yes */ void end(object player, object death) { player->remove_property("death_rolling"); if(!death) { return; } tell_object(player, death->short()+"'s eyes lose their lustre, " "and you find yourself free to move once more.\n"); } /* end() */ /** @ignore yes */ void restart(object player, object death) { if(!death) { return; } call_out((:setup_death_shadow:), 0, player); tell_object(player, death->short()+" glares sharply at you, " "ensuring your attention.\n"); } /* restart() */ /** * Ensures that player input is caught by the shadow. */ void setup_death_shadow(object player) { player->setup_death_shadow(); } /* setup_death_shadow() */